Also hit this playing a Bink video in game or by following the media-texture repo steps ( selecting the bink video file to use in ueditor )
Callstack
UnrealEditor-Core-Win64-Debug.dll!UE::Logging::Private::BasicFatalLogV(const FLogCategoryBase & Category, const UE::Logging::Private::FStaticBasicLogRecord * Log, void * ProgramCounter, char * Args) Line 1599 C++
UnrealEditor-Core-Win64-Debug.dll!UE::Logging::Private::BasicFatalLog(const FLogCategoryBase & Category, const UE::Logging::Private::FStaticBasicLogRecord * Log, …) Line 1610 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12DynamicRHI::HandleFailedD3D12Result::__l2::<lambda_1>::operator()(bool bFatal) Line 1016 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12DynamicRHI::HandleFailedD3D12Result(HRESULT D3DResult, ID3D12Device * Device, bool bCreatingTextures, const wchar_t * Message) Line 1080 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!D3D12RHI::VerifyD3D12Result(HRESULT D3DResult, const char * Code, const char * Filename, unsigned int Line, ID3D12Device * Device, FString Message) Line 1089 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12CommandList::Close() Line 267 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12ContextCommon::CloseCommandList() Line 436 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12CommandContext::CloseCommandList() Line 450 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12BindlessResourceManager::FinalizeContext(FD3D12CommandContext & Context) Line 558 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12BindlessDescriptorManager::FinalizeContext(FD3D12CommandContext & Context) Line 841 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12CommandContext::Finalize(TArray<FD3D12Payload *,TSizedDefaultAllocator<32>> & OutPayloads) Line 516 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12DynamicRHI::RHIFinalizeContext::__l2::<lambda_1>::operator()(FD3D12CommandContext * CmdContext, FD3D12FinalizedCommands & Result) Line 227 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FD3D12DynamicRHI::RHIFinalizeContext(FDynamicRHI::FRHIFinalizeContextArgs && Args, TRHIPipelineArray<IRHIPlatformCommandList *> & Output) Line 256 C++
UnrealEditor-D3D12RHI-Win64-Debug.dll!FDynamicRHI::RHICloseTranslateChain(FDynamicRHI::FRHIFinalizeContextArgs && Args, TRHIPipelineArray<IRHIPlatformCommandList *> & Output, bool bShouldFinalize) Line 921 C++
UnrealEditor-RHI-Win64-Debug.dll!FRHICommandListExecutor::FTranslateState::Finalize::__l2::() Line 1150 C++
UnrealEditor-RHI-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListExecutor::FTranslateState::Finalize'::2’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void>::Call(void * Obj) Line 322 C++
UnrealEditor-RHI-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(void)>::operator()() Line 472 C++
UnrealEditor-RHI-Win64-Debug.dll!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask * Task, const TRefCountPtr & CurrentEvent) Line 725 C++
UnrealEditor-RHI-Win64-Debug.dll!FRHICommandListExecutor::FTaskPipe::LaunchTask::__l2::(ENamedThreads::Type NamedThread, const TRefCountPtr & CurrentEvent) Line 598 C++
UnrealEditor-RHI-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListExecutor::FTaskPipe::LaunchTask'::2’::void (const TArray<FString,TSizedDefaultAllocator<32>> &, UWorld *, FOutputDevice &),void,enum ENamedThreads::Type,TRefCountPtr const &>::Call(void * Obj, ENamedThreads::Type & <Params_0>, const TRefCountPtr & <Params_1>) Line 322 C++
UnrealEditor-RHI-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &)>::operator()(ENamedThreads::Type <Params_0>, const TRefCountPtr & <Params_1>) Line 472 C++
UnrealEditor-RHI-Win64-Debug.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(enum ENamedThreads::Type,TRefCountPtr const &),0>>::ExecuteTask() Line 706 C++
UnrealEditor-Core-Win64-Debug.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 527 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 C++
UnrealEditor-Core-Win64-Debug.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 C++
UnrealEditor-Core-Win64-Debug.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1429 C++
UnrealEditor-RenderCore-Win64-Debug.dll!FRHIThread::Run() Line 270 C++
UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 156 C++
UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
UnrealEditor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc(void * pThis) Line 39 C++
kernel32.dll!00007fff546d7374() Unknown
ntdll.dll!00007fff54ddcc91() Unknown
Log (with DEBUG_RESOURCE_STATES enabled):
[2025.09.05-14.32.15:025][321]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 34/35: InstanceCullingLoadBalancer.Batches 000001B5398FF8C0 (Sub: 4294967295), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE → D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
[2025.09.05-14.32.15:025][321]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 35/35: InstanceCullingLoadBalancer.Items 000001B2DF859440 (Sub: 4294967295), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE → D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE
[2025.09.05-14.32.15:025][321]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B53BFA6B10) 1/1 ***
[2025.09.05-14.32.15:025][321]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B3F90C9750) 1/1 ***
[2025.09.05-14.32.15:026][321]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B53E731A30) 1/1 ***
[2025.09.05-14.32.15:030][322]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B53E731A30) 1/1 ***
[2025.09.05-14.32.15:031][322]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B53E731A30) 1/1 ***
[2025.09.05-14.32.15:031][322]LogD3D12RHI: *** [tid:0000c41c] EXECUTE (CmdList: 000001B3F90C9750) 1/1 ***
[2025.09.05-14.32.15:039][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 1/1: Bink:BMT_LoadingScreen 000001B584B03900 (Sub: 4294967295), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE → D3D12_RESOURCE_STATE_RENDER_TARGET
[2025.09.05-14.32.15:040][322]LogRHI: Error: Incompatible Transition State for Resource Bink:BMT_LoadingScreen - D3D12_RESOURCE_STATE_UNORDERED_ACCESS requires D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS.
[2025.09.05-14.32.15:040][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 1/3: Bink:BMT_LoadingScreen 000001B584B03900 (Sub: 4294967295), D3D12_RESOURCE_STATE_RENDER_TARGET → D3D12_RESOURCE_STATE_UNORDERED_ACCESS
[2025.09.05-14.32.15:040][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 2/3: UAV Barrier Unknown Resource
[2025.09.05-14.32.15:040][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 3/3: Bink:BMT_LoadingScreen 000001B584B04290 (Sub: 4294967295), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE → D3D12_RESOURCE_STATE_RENDER_TARGET
Exception thrown at 0x00007FFF52595369 in UnrealEditor-Win64-Debug.exe: Microsoft C++ exception: _com_error at memory location 0x0000007ACA55AC70.
[2025.09.05-14.32.15:040][322]LogRHI: Error: Incompatible Transition State for Resource Bink:BMT_LoadingScreen - D3D12_RESOURCE_STATE_UNORDERED_ACCESS requires D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS.
[2025.09.05-14.32.15:042][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 1/3: Bink:BMT_LoadingScreen 000001B584B04290 (Sub: 4294967295), D3D12_RESOURCE_STATE_RENDER_TARGET → D3D12_RESOURCE_STATE_UNORDERED_ACCESS
[2025.09.05-14.32.15:042][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 2/3: UAV Barrier Unknown Resource
[2025.09.05-14.32.15:042][322]LogD3D12RHI: *** BARRIER (CmdList: 000001B53E731A30, Queue: 3D) 3/3: BufferedRT 000001B323B74370 (Sub: 4294967295), D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE | D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE → D3D12_RESOURCE_STATE_RENDER_TARGET
Exception thrown at 0x00007FFF52595369 in UnrealEditor-Win64-Debug.exe: Microsoft C++ exception: _com_error at memory location 0x0000007ACA55BFC0.
[2025.09.05-14.32.15:042][322]LogD3D12RHI: Error: hr failed
at C:\Project\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandList.cpp:266
with error E_INVALIDARG
Fatal error: [File:C:\Project\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 1015]
hr failed
at C:\Project\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandList.cpp:266
with error E_INVALIDARG
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor-Win64-Debug.exe.